Greetings fellow necromancers. I had an idea to lay out our traits the other night and then assign them grades according to their usefulness. Some of our traits are basically givens or necessary for most builds; some are specific to certain builds; and some, well, some are⦠well, worthless. What I would like, is an honest, straightforward, realistic discussion about our traits. Obviously, I will give you my opinion, and you can tear it apart, shark style. I grade these scales taking into consideration their level (i.e. adept vs. grandmaster), their usefulness, and to some degree in comparrison with other classes. Ok, so without further ado, here are our Death Magic Traits.
Note: First of all, I think I go into DM for 2 reasons. One, to give staff the needed boost. Depending on staff without DM 2 and 5 is just ineffective. The other reason you go into DM is for the toughness, which becomes needed with certain builds. Last, I guess you can go into DM for the minion traits, which I have to be honest and say I rarely run, unless Im in tpvp and irrritated at the amount of thieves.
Death Magic Minor Traits:
Adept – Reanimator: Summon a jagged horror whenever you kill a foe. 30 second cooldown. ABSOLUTE F! Ok, I am sorry, I tried to give it its due, but it kitten es me off more than does anything else. Jesus, KILL THIS kitten TRAIT. It keeps me in combat when I don’t want to be, it bleeds red letters on my screen, it does 0 damage, and now lasts longer. This is what I call a punt yapper dog. Punt as in I want to punt it through for a touchdown. F grade SOLID.
Master: Protection of the Horde – Gain +20 toughness for each minion under your control. Ok, so, I am level 80, and I am running 4-5 minions, I get 80-100 toughness. Too specific to minion builds that are rarely run. I will leave it up to BAS or other minion runners to comment. I find this essentially useless unless im in tpvp beating up thieves. Grade = D.
Grandmaster – Deadly Strength: 5% of toughness is given as a bonus to power. Ok, this is a decent trait, and I have debated going 25 in DM, and 25 in Curses to get the additional damage. I think they are about the same but i like 50 more toughness vice 50 more percision/condition damage. Grade = A.
Major Death Magic Traits:
Adept – Dark Armor: Gain 400 toughness while channeling. Good trait, have I ever chosen it? Not likely. This is useful for dagger 2 and axe 2, thus perhaps it is decent. That said, it is not damage that ruins my axe 2/dagger 2 channel, its the kitten lack of stability and stun/cc. I don’t get killed while channeling, i get CC’d and my channel gets canceled. Thus, i give this a grade of C. Don’t need 400 armor if i get stunned, the channel gets canceled and I wind up on my backside, 400 additional armor or not.
Adept – Greater Marks: Increases area of marks and marks become unblockable. See above. This is an A grade, as it is essential for any and all staff builds. Though in my opinion, unblockable should mean, you cannot dodge through them. That kitten es me off. Still, grade = A.
Adept – Minion Master : Minion skills recharge 20% faster. Minion build specific. It is just too specific. That said, Minions with the current AI are ONLY effective because of their skills. I give it a B to B+ though minions are frustating to me. Guarantee though, if they fix minion AI, this will get more used.
Adept – Ritual of Protection: Wells apply protection for 3 seconds when cast. I have used this at times, or with specific builds. I like it with the juggermancer build, because it just gives you some added protection. That said, most wells are on such long cooldowns that kitten , if this just does not become that usefull, especially if your well boming. That said, I like it, as one of the few boons we can actually get ahold of. I give it a B.
Adept – Staff Mastery: Staff skills recharge 20% faster. Nice to have with staff builds, though not as much as the Greater Marks Skill. I like having them off cooldowns more, but I find that I bounce into staff, slam down all marks and get back to my other weapon as fast as possible because the staff 1 skill is junk. That said, I find the extra staff 2 skill refreshing before I weapon swap helpful in condition builds. More bleeds please. Thus I give this a B+/A-.
Adept – Shrouded Removal: Lose a condition when you enter death shroud. Hmm. does this compete at all? Maybe if I am running into DM for the toughness and left my staff in the bag then I might select this. Not often. Thus I give it a grade of a B-. One condition on DS is nice every 10 seconds, and can be clutch. Just not sure which build takes it.